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[DE]Momaw

Warframe Staff
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Posts posted by [DE]Momaw

  1. On 2018-12-23 at 1:08 PM, Anthraxicus said:

    The devs simply don't care about incentivizing players to push as far as they can.

    Two issues.

    1.) DE has stated that they are not fans of players spending literally hours in the same mission doing the same gameplay over and and over.  The limits of your game should be how good you are as a player and what equipment you have, NOT the physical endurance of your bladder or the amount of free time you have available to throw at a game. Rewarding people for "pushing as far as they can" is an indirect slap in the face to people with busy lives, people with jobs, people with chores and responsibilities, people that get uncomfortable sitting for long periods of time, and frankly it's unhealthy for us as gamers to be encouraging anybody to play a game for hours at a time without resting.

    2.) "As far as they can" is functional insanity. Anything that can be targeted by melee finishers will die in one hit to Covert Lethality, period. Where's the challenge?  Enemies will never see through invisibility. They will never escape Bastille. They will never hit Limbo through the rift. They will never force Valkyr to actually take damage while in hysteria or resist Loki's disarm. We have a variety of tools and features that they can use to avoid taking damage entirely, so how do you propose to make the game get increasingly difficult if you can't actually rely on being able to even touch the players? Basically the only actually dangerous thing to a prepared team is Nullifiers, and players hate them so much that they've been nerfed half a dozen times since being introduced.  There is no difference in gameplay once you reach the point where enemies will kill you instantly if you take damage, and everything past that point is just an exercise in how many damage multipliers you can stack to keep up with the spawns/timers.

    Players keep asking for more power and refuse to allow nerfs to any of the game-breaking stuff, and we're left with a game that is, in an overwhelming majority of cases, only as hard as you want it to be. So any concept of rewarding players for "trying hard" must include either harsh rebalances or new systems that don't permit you to use the lazy mode stuff that trivializes the game.  Arbitrations is an experiment in solving that, by offering high value rewards while preventing auto-nukes and permanent crowd control from working, but look at how many people hate it.

  2. Hard mode? So... No power use allowed, no pets, all mods, arcanes and gear disabled, and all frame stats normalized?  Really the only way you can force the game to be hard is to take away all the things that players can use to make the game....not hard.  Just cranking up the enemy level to 200 or 300 doesn't make the game harder, only more limited in what frames and builds are viable.

    People keep asking for harder combat, but nobody asks for player invulnerability to be removed, effectively infinite energy to be removed...  😄  A true and honest question: What does difficult combat look like when no enemies can see through invisibility or attack through the rift or break out of hard CC or survive more than 1 shot from a rivened sniper rifle?

    • Like 2
  3. The phaedra has negative recoil, it gets more accurate the longer you fire it.  Only inaccurate in short bursts, amusingly.  The way arch-gun ammo works just really discourages you from going heavy on the trigger.

    • Like 2
  4. If you look at the team list, you can see a small number 1 through 4 on each player.  The player marked 1 is the session's host player. The host has a lot more responsibility than client players do, because they must keep synchronization between all the clients, create and place enemies, run AI, run ability scripts, and manage the mission state. Because of this the host player will run at a longer frame time than clients do assuming equivalent hardware. There is a performance cost to simply having more bodies in the game (more players directly adds a few bodies plus more enemies spawn *because* there are more players) but it's not as significant as being the session host.

    And yes, Warframe is much more hungry for CPU power than GPU.  Warframe has relatively complex game mechanics with multiple layers of scripting, so there's a lot of computation that needs to be done.

  5. Also the game's download cache should not be 208 gigabytes. Since you already started identified the cache.windows folder as being far too large, I would try

    1. Run the warframe launcher
    2. In the upper right corner, click the tiny Gear button
    3. In the "Download Cache" area, click Verify, and once that finishes, click Optimize

    If that still doesn't bring Cache down to around 30 gigs, then it's time to re-download the game cuz something is seriously off the rails.

  6. 3 hours ago, Elementalos said:

    Moreover this doesn't really hold up on observation either. Across the life of the game the most consistently strong weapons tend to be rifles and shotguns with high stats, not explosive or gimmick weapons.

    Across the life of the game?  So non-explosive, non-gimmick, single-target weapons like the Tonkor, Ignis, Lenz, Synoid Simulor, Zenistar, or Atterax...  🙂    

  7. 7 minutes ago, GinKenshin said:

    All they had to do is just revert everything back, but they just had to fix/change what’s not broken it seems

    The 8 meter radius on rapid fire is what was broken.  The Staticor shipped with, and was intended to have, minimal AOE on rapid fire.

    • Like 1
  8. Only the charged shot has self damage. If you're close to enemies, use the quick shot instead?

    Honestly self damage makes sense to me, it's a balance mechanic. The ability to hit more enemies at once makes a weapon much more powerful than one that cannot, so there should be some kind of drawback to it to make it balanced. If you don't want self damage, then the weapon has to be brutally slow and clumsy to use, or have terrible ammo econ, or something else.  If AOE weapons have no weaknesses compared to single target weapons, then every single target weapon is obsolete which isn't what you want as a game designer.

  9. The thing is, enemies scale in HP and we do not.

    In order to make enemies that have enough HP to not die trivially on contact with the Tenno, they have to be of such high level that they in turn trivially kill us, leading to abusive strategies where the player is forced to be permanently invulnerable/invisible or the enemies permanently CCed, in order to not die in one hit. Increasing enemy levels will NOT make a better game.

  10. No bug here.

    You're no getting more status on the Gaze kitgun because it's a beam weapon, and beam weapons do not get more status from multishot (since there's still only 1 beam, it just does more damage).  You can see the same thing if you try to put your Barrel Diffusion on the Gammacor (another beam pistol).

  11. It's not "common sense quality of life", you're literally suggesting that people should have an option to turn off semi-automatic triggers as a gameplay feature.  I'd rather DE do nothing at all than to take a half-step by letting people opt out of semi auto entirely. They'd just be automatics with the fire rate capped at 10 (a restriction put in to prevent people with fire macros from abusing these weapons). I understand WHY you are suggesting this, and I agree that it's a problem, but your solution seems a bit off target. The game would be better if semi automatic remains a thing, but some stats slightly changed to address the carpal tunnel issue: each click should feel meaningful and powerful, instead of requiring a machine gun clicking action to match the performance of actual machine guns.

    (Out of curiosity I started looking into:  How many semi-automatic weapons actually have a fire rate over 4?  For primaries it's only Latron family, Argonak (on semi), Stradavar (on semi).  Main offenders are pistols: there are 23 of them.)

    • Like 2
  12. Go to Khonzu in Cetus, see if you can either do a bounty or ask about "A personal favor".  I see that this worked for many people in a similar situation.  If this doesn't help you then you may have to open a ticket with Support to help you with your quest state.

    Good luck!

  13. 10 minutes ago, Harmisol said:

    Dojo spawnroom is still a bug.. As in the Hall(s) dont have the make spawn point option ( even as warlord / founder).( This is an issue from the fortuna launch btw.)  So by not be able to assign a spawnpoint you cant deconstruct your hall(s) / dojo.  Pretty much causing the infinite loop of cant deconstruct your hall(s).

    I see the option in my clan...Is it a specific hall that has this problem? Which clan hall are you trying this on?

  14. 44 minutes ago, PC_Raelcreve said:

    Yup, I'm playing Ash on Orb Vallis and Fatal Teleport->Covert Lethality isn't working at all.  CV does work if you sneak up and attack (full finisher kill), but using FT causes no damage.  11/13/2018 15:22 CST

     

    Retested squad and solo.  It does not work in either circumstance.

     

    Works for me...What does your mod loadout look like?

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